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Wip Build: The Witch Arrow

Tags: #alchemy  #Nature  #Poison Mage  #Bound Bow 
  • Member
    November 8, 2018

    By examining the build, I've sort of thought everything meshed together well. The question I have is on what perks you'll use, because there are a few ways you can go. I'll list the perks I'd personally choose here. I'm not saying that my choices are the best or anything, but maybe what I'd do is different enough from what you'd do that it could give some ideas? Idk.

    Major Skills
    Alchemy - 6 Perks
    -Mastery (2)
    -Poisoner
    -Bottomless Cup
    -Experimenter
    -Green Thumb

    Conjuration - 3 Perks
    -Mastery (2)
    -Rat-King

    Archery - 9 Perks
    -Mastery ((2)
    -Wingstrike (1)
    -Clean Kill
    -Quick Shot
    -Ranger
    -Focus on the Prey
    -Lion's Arrow
    -Hailstorm

    Restoration - 5 Perks
    -Mastery (2)
    -Dual-Casting
    -Edgewalker-Necromanticon
    -Descending Light
    -Overflowing Cup

    Minor Skills
    Speech - 3 Perks
    -Mastery (1)
    -Speak with Animals
    -Gift of Kynareth

    Alteration - 7 Perks
    -Mastery (2)
    -Mage Armor (3)
    -Wild Shrines
    -Welloc's Dormant Arcana

    Destruction - 2 Perks
    -Mastery (1)
    -Runecaster

     

    This is a 35 Perk spread. 

    Archery perks were chosen for quick movement and rapid, closer-range shots. Lion's Arrow is what I'd use for the Witch Arrow's trademark: An arrow carrying a powerful dual-cast poison or undead-slaying spell.

    Alchemy is to give variery to your archery. Perks were chosen to maximize ingredients and add uses to poisons applied to your bow, which means you could use one Slow or Paralysis poison and have effect stack on up to the next ten shots you make. This combined with your rapidfire bow shots and Lion's Arrow mean you have can make adaptations to your combat style without having to drop your bound bow.

    Conjuration I wanted to perk lightly, because there are few perks which affect non-Daedra or non-Undead summons. Two perks gives a solid enhancement to Conjuration spells for a conjured helper, and the Rat-King perk unleashes three distractions to bother enemies at the opening of every battle. Handy for keeping enemies out of your face, and still a major despite the light perk investment because of how much constant use it gets. I didn't select the weapon enhancement perks because I didn't think it was super needed and I wanted to make a relatively slim build, but I'm sure they would work extremely well and add even more to the archery.

    Restoration I perked to match the theme: Overflowing Cup means that you can cast Tree-Rings  (or any other healing spell) on yourself through Welloc's Dormant Arcana and you'll recieve additional temporary health. Necromanticon means you'll have plenty of poison spells to utilize when you want them. As a bonus, your bound bow can fire off a volley of poisoned arrows which drop poison resistance before you unload with poison spells for maximum poison damage at the cost of minimum poisons. Poison.

    Speech I left at perking to get a souped-up animal buddy. This build didn't seem to need boosted shouts to be effective.

    Alteration I perked kind of heavily, but in practice it wouldn't often be used for active casting (hence why I didn't perk dual-cast for it). You'll be using Ocato's Recital to use a Flesh spell for armor, so Welloc's Dormant Arcana can give effects when you do that to boost you near-permanently. You can also use Paralysis and Wither spells on enemies before swapping to the bow.

    Destruction I only perked to allow for setting multiple runes, letting you stack up or set arcane traps for enemies.

     

    So yeah, that feels to me like it rides the line between a Ranger and Druid fairly well, and that's what I thought you were goin' for. 

    Hopefully this is helpful somewhere, someway. I really do like your concept!

  • Member
    November 8, 2018

    Mercurias said:

    By examining the build, I've sort of thought everything meshed together well. The question I have is on what perks you'll use, because there are a few ways you can go. I'll list the perks I'd personally choose here. I'm not saying that my choices are the best or anything, but maybe what I'd do is different enough from what you'd do that it could give some ideas? Idk.

    Major Skills
    Alchemy - 6 Perks
    -Mastery (2)
    -Poisoner
    -Bottomless Cup
    -Experimenter
    -Green Thumb

    Conjuration - 3 Perks
    -Mastery (2)
    -Rat-King

    Archery - 9 Perks
    -Mastery ((2)
    -Wingstrike (1)
    -Clean Kill
    -Quick Shot
    -Ranger
    -Focus on the Prey
    -Lion's Arrow
    -Hailstorm

    Restoration - 5 Perks
    -Mastery (2)
    -Dual-Casting
    -Edgewalker-Necromanticon
    -Descending Light
    -Overflowing Cup

    Minor Skills
    Speech - 3 Perks
    -Mastery (1)
    -Speak with Animals
    -Gift of Kynareth

    Alteration - 7 Perks
    -Mastery (2)
    -Mage Armor (3)
    -Wild Shrines
    -Welloc's Dormant Arcana

    Destruction - 2 Perks
    -Mastery (1)
    -Runecaster

     

    This is a 35 Perk spread. 

    Archery perks were chosen for quick movement and rapid, closer-range shots. Lion's Arrow is what I'd use for the Witch Arrow's trademark: An arrow carrying a powerful dual-cast poison or undead-slaying spell.

    Alchemy is to give variery to your archery. Perks were chosen to maximize ingredients and add uses to poisons applied to your bow, which means you could use one Slow or Paralysis poison and have effect stack on up to the next ten shots you make. This combined with your rapidfire bow shots and Lion's Arrow mean you have can make adaptations to your combat style without having to drop your bound bow.

    Conjuration I wanted to perk lightly, because there are few perks which affect non-Daedra or non-Undead summons. Two perks gives a solid enhancement to Conjuration spells for a conjured helper, and the Rat-King perk unleashes three distractions to bother enemies at the opening of every battle. Handy for keeping enemies out of your face, and still a major despite the light perk investment because of how much constant use it gets. I didn't select the weapon enhancement perks because I didn't think it was super needed and I wanted to make a relatively slim build, but I'm sure they would work extremely well and add even more to the archery.

    Restoration I perked to match the theme: Overflowing Cup means that you can cast Tree-Rings  (or any other healing spell) on yourself through Welloc's Dormant Arcana and you'll recieve additional temporary health. Necromanticon means you'll have plenty of poison spells to utilize when you want them. As a bonus, your bound bow can fire off a volley of poisoned arrows which drop poison resistance before you unload with poison spells for maximum poison damage at the cost of minimum poisons. Poison.

    Speech I left at perking to get a souped-up animal buddy. This build didn't seem to need boosted shouts to be effective.

    Alteration I perked kind of heavily, but in practice it wouldn't often be used for active casting (hence why I didn't perk dual-cast for it). You'll be using Ocato's Recital to use a Flesh spell for armor, so Welloc's Dormant Arcana can give effects when you do that to boost you near-permanently. You can also use Paralysis and Wither spells on enemies before swapping to the bow.

    Destruction I only perked to allow for setting multiple runes, letting you stack up or set arcane traps for enemies.

     

    So yeah, that feels to me like it rides the line between a Ranger and Druid fairly well, and that's what I thought you were goin' for. 

    Hopefully this is helpful somewhere, someway. I really do like your concept!

    Hey man this is very close to what I had envisoned. I perhaps had a larger focus into Conjuration though. Picking up a few of the summoning perks (Some say they effect daedra and other non undead minions) and Mystic Binding for the Bound Bow. I had been about 3 levels away from finishing the build (Level 45), but my save file became corrupted for some reason :(. I had left the character for awhile though but that shouldn't have mattered. these things just happen sometimes unfourtunately. I'll just recreate the character using the cheat room. I had already tested it plenty enough to know that it worked.

    But yea thanks for droping by mate, glad you took the time to read through what I got and share some your thoughts :)

  • Member
    November 28, 2018

    I'm just adding in banners and artwork to get the general lay out of this going and the theme for the character. Let me know if the art is working the theme. Good to be working on this again!!

  • Member
    December 1, 2018

    Perk Spreads Up. Thoughts are welcome :)

  • December 1, 2018

    Okay, okay. Let's start where I start best and chat about the presentaiton. Your image selection is straight up excellent, and there's nothing that you should improve on there. There is however a flaw in the presentation that I think (as it stands) will really hold back the build. The text is all over the place, and feels kind of messy when I'm reading through, and I'll just break it down based on when I see it.

    The Character - The only real issue is the fact that some of the green text is bold while some of it isn't, just going through and making sure you have a consistant format here would be all you need.

    Mods - LINKS. Throw the links in mate :P

    Quests - Okay so IMO there are two flaws here. First is that the spacing between each quest is distracting right now, but I assume your going to write a bit about each of them? If not then definitely get rid of the spacing, but the other issue is that you've got those spaces between the images. Now I think there is a way to mostly remove them, but I'm terrible with that because you've got text wrapping (:P) so instead what I'd suggest is well just see if you can fill some of that space. Possibly what you need to do is just get some text in there immedietly before and after each banner.

    Gear and Equipment - Mostly fine, just check your capitalization, you've missed a few that throw the section off slightly.

    Spells and Shouts - Get rid of the green text for each shout/spell, it just makes it a bit harder to read and doesn't add anything like when you change the colour of a single word, or two or whatever...Eh the point is use that green for emphasis not on an entire section.

    Alchemical Mixtures - NO! Don't use images like that unless your really confident with your text wrapping. Having unique images for each potion (or even just using text wrapping in small amounts, swapping between each side of the page) doesn't really work all that well unless you delve into the source code and directly edit things. I'll wait to see, but I wouldn't risk it personally.

    Skills and Perks - Perfectly fine but I've got a slight idea. 

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Major Skills

    Alchemy - Note with a large investment in Alchemy it is Ivriel's only form of healing. Lab Skeever, Maenaed and Witchmaster are the main foccal point as well as moderate focus into poisons.

    Conjuration - TEXT STUFF

    Archery - TEXT STUFF

    Restoration TEXT STUFF

    Minor Skills

    Speech TEXT STUFF

    Alteration - TEXT STUFF

    Destruction TEXT STUFF

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    There we go, see it's a simple change that requires bolding (and greening...) the skills, and then increasing the indent. It's a nice little change that still lets you put major focus on the Major/Minor titles, but more easily show off each skill. Just something I'd recommend but otherwise the section is perfectly fine.

     

     

    Cool, so that's presentation...which is most of what you've got at the moment I suppose. Thought this might be an easier way to break down my thoughts and it's worked pretty well. Right, anyway so regarding what I know of the Gameplay right now. To be honest I haven't gone over all the perks so you'll have to explain the general concept, but I guess you've got a lot of DoT and defensive spells going for you and Lion's Arrow...man I can't remember it but is it similar to Spellscribe? Yeah okay just ran through it so I assume that's your main answer for not needing to swap quite as much. Yeah okay I really dig the way your focusing so much on being able to use your spells and your bow without swapping between them constantly. It feels like it'll be a really solid, fluid gameplay style but I'll have to hear/see more on it.

  • Member
    December 3, 2018

    @ DB - Glad you like the pictures man. I found heaps of Dalish elf art and just felt like it was the right tone for the character, so just went with it :D Also keeping to a consistent color theme through out was hard lol. So many variable with getting just the right pictures lol. But yea I think I've managed to nail the look of the character pretty well too.

    And yea the text is a bit all over the show atm, I'll definantly be going over it all in far more detail as I progress. Tightnning up white space, getting rid of fluff, Making sure text style and presentation is consistent. Haha I'm always slow at putting up the links cause it's such a pain :P, but yup I'll definantly be adding those in too. And your spot on with the quests section I will be adding in a text description of why said quest is being taken and the significance of it to the character. Same for the equipment and spells sections. For the Alchemy section I was humming and harring about using those pictures for awhile but you are correct, the text wrapping is a bitch so I'll just keep the one picture of the character aligned to the right of it. And that indent is a nice little touch I hadn't thought of, so will defs be using that :)

    SO all in all I feel like we are on the same page of what the build is needing/lacking atm which is good to know because it means i'm on the right track. Cheers for stopping by and giving a detailed breakdown of everything thats here atm I appreciate it. And stay posted cause I'm hopefully going to have it done before the months end. It's just that darn story that will be the hard part haha.

  • Member
    December 7, 2018

    Has the way text wrapping on the site works changed in the last 24 hours because nothing that usually works is working. It's driving me mad.

    *Edit* Ugh I worked it out finally. Honestly I felt like I was so close to wanting to delete this. I'm gonna take break and grab a bite to eat.

    *Edit* I have discovered that indents mess with text wraping for some reason. Every time I try to insert a picture next to an indent it will space the text beneath the picture rather aligning to the side of it. Unfortunate because indents do make for nice presentation, but alas i'm not going sacrifice my pictures for indents.

  • Member
    February 22, 2019

    I will finish this.... One day.. this year.. Really lol. I kinda feel sorry for this character being left in limbo for so long. I've gotta a few days off next week so I plan on getting some things done here. 

    I have so many builds that I wish I could do, but can't because of time constraints and life. Waves fist angrily at time "Why are you always getting in my way".

  • Member
    May 9, 2019

    I think I've finalized all the art i'm going to be using for the build. Thoughts anyone? Does it keep the nature theme running throughout or is there a particaular picture that pops up and breaks the consistancy?

  • May 9, 2019

    The images themselves all seem pretty fitting, but it seems like a lot of them have been expanded...just leaves them looking a bit blurry which is a bit distracting, but the images are nice.

    If your having a tough time finding images that are fitting, I'd probably recommend reducing the quantity. The Backstory doesn't need two images. Everything from Mods to Spells and Shouts could be condensed a little by taking out two of the images, or maybe just not using character images for each section..Something like this could be reduced in size a bit and fit in as something that just provides a bit of colour and keeps the general flow of your build without needing to rely on images that aren't properly sized. 

    Dunno, just some thoughts, either option would work but I think some of the current ones are just too blurry.